Title
NeuroHex: A Deep Q-learning Hex Agent
Abstract
DeepMind's recent spectacular success in using deep convolutional neural nets and machine learning to build superhuman level agents-e.g. for Atari games via deep Q-learning and for the game of Go via other deep Reinforcement Learning methods-raises many questions, including to what extent these methods will succeed in other domains. In this paper we consider DQL for the game of Hex: after supervised initializing, we use self-play to train NeuroHex, an 11-layer convolutional neural network that plays Hex on the 13 x 13 board. Hex is the classic two-player alternate-turn stone placement game played on a rhombus of hexagonal cells in which the winner is whomever connects their two opposing sides. Despite the large action and state space, our system trains a Q-network capable of strong play with no search. After two weeks of Q-learning, NeuroHex achieves respective win-rates of 20.4% as first player and 2.1% as second player against a 1-s/move version of MoHex, the current ICGA Olympiad Hex champion. Our data suggests further improvement might be possible with more training time.
Year
DOI
Venue
2016
10.1007/978-3-319-57969-6_1
Communications in Computer and Information Science
Keywords
Field
DocType
Optimal Policy,Reinforcement Learning,Gradient Descent,Convolutional Neural Network,Policy Network
Convolutional neural network,Computer science,Olympiad,Q-learning,Champion,Artificial intelligence,Initialization,Artificial neural network,State space,Machine learning,Reinforcement learning
Conference
Volume
ISSN
Citations 
705
1865-0929
1
PageRank 
References 
Authors
0.36
4
3
Name
Order
Citations
PageRank
Kenny Young121.39
Gautham Vasan251.54
Ryan Hayward321.09